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In the years due to the fact that Jakob Nielsen's vintage assortment on interface consistency first seemed, a lot has replaced, and lots more and plenty has stayed an analogous. at the one hand, there is been exponential progress within the possibilities for following or pushing aside the rules of interface consistency-more desktops, extra functions, extra clients, and naturally the big expanse of the internet. at the different, there are the foundations themselves, as power and as invaluable as ever.

In those contributed chapters, you can find info on many tools for looking and implementing consistency, in addition to bottom-line analyses of its advantages and a few warnings approximately its attainable risks. so much of what you are going to study applies both to and software program improvement, and it all holds actual advantages for either your company and your clients.

* starts with a brand new preface by way of the collection's special editor.* information quite a few equipment for reaching interface consistency, together with significant keep watch over, consumer definitions, exemplary functions, shared code, and version analysis.* provides a cost-benefits research of organizational efforts to advertise and accomplish consistency.* Examines and appraises the scale of consistency-consistency inside an program, throughout a kinfolk of functions, and beyond.* Makes the case for a few unforeseen merits of interface consistency whereas assisting you keep away from the dangers it could actually occasionally entail.* Considers the consistency of interface parts except display design.* comprises case reviews of significant agencies that experience instituted courses to make sure the consistency in their products.

Submit 12 months be aware: First released in 1998
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Ray Kurzweil is the inventor of the main leading edge and compelling expertise of our period, a global authority on synthetic intelligence, and considered one of our best residing visionaries.

Now he bargains a framework for envisioning the twenty-first century—an age during which the wedding of human sensitivity and synthetic intelligence essentially alters and improves the way in which we are living. Kurzweil's prophetic blueprint for the long run takes us throughout the advances that inexorably lead to pcs exceeding the reminiscence potential and computational skill of the human mind via the yr 2020 (with human-level functions no longer a ways behind); in relationships with computerized personalities who might be our academics, partners, and fans; and in info fed instantly into our brains alongside direct neural pathways.

Optimistic and not easy, thought-provoking and interesting, The Age of religious Machines is the final word consultant on our highway into the subsequent century.

From the instant it was once released virtually ten years in the past, components of person adventure grew to become a necessary reference for internet and interplay designers internationally, and has come to outline the middle rules of the perform. Now, during this up-to-date, increased, and full-color re-creation, Jesse James Garrett has subtle his considering the net, going past the computer to incorporate details that still applies to the surprising proliferation of cellular units and purposes.

This paintings synthesizes principles from a few varied disciplines to reach at a philosophy of creativity for the electronic age. Drawing principles from track, computing, paintings and philosophy, it explores the combination of pcs into the artistic procedure. It exhibits how desktops may swap the way in which we create.

This e-book scrutinizes pervasive video games from a technological standpoint, targeting the sub-domain of video games that fulfill the factors that they utilize digital video game parts. within the desktop online game undefined, using a online game engine to construct video games is usual, yet present video game engines don't aid pervasive video games.

It was clear to me that programming 500 screens by hand, even with a high level language like IFS, was going to present problems. User interface design is an iterative process, and if each iteration involved changing hundreds of files containing screen descriptions, then it would be impossible to make many changes. Early in the development, I decided to design a special purpose artificial language [Perlman, 1984] especially suited to Gary Perlman 40 designing screens in the IFS language. An artificial language is a special purpose notation for precise and concise communication within a limited domain.

It is set with the -w flag, and its purpose is to set the l i n e width. Note in the previous English explanation how the parameters of the OPT macro can be plugged into a t r o f f [Kernighan, Lesk & Ossanna, 1978] template to provide detail. The same information is used by SETOPT to generate a C language [Kernighan & Ritchie, 1979] parser for handling all aspects of the users interface: • parsing the options on the command line, • validating options and providing standardized error messages, • allowing access to online help, • allowing interactive setting of options, • and several other capabilities.

The user interfaces which utilized 80 X 25 character displays tended to be stand alone products. They did not utilize LAN's or iconic interface designs and had computational power in the class of personal computers. The last category of products are those that contain a traditional hardwired control panel, generally in conjunction with a small message display. Product examples which fall into this category include copiers and facsimile machines. Software delivered on Sample Size % of software $ expended on UI 29% Workstation Computing platform 3 80x25 line CRT 2 17% Hard-wired control panels 2 10% Table 1 - Percentage of software development dollars expended on user interface design and implementation for three product classes.